RE: [code] exp gain

From: Rob Clint (rklint@chaos.coredcs.com)
Date: 02/27/97


Howdy,
	Sorry to bug you. I am fairly new at coding this stuff and Made all the changes you said to make but I don't understand the changes in Nic Suzor's instructions.  I am mostly confused about what to do with all that crap at the end of class.c.  Any help would be much appreciated.
Thanks in advance!

Rob Clint

----------
From: 	Andy Hubbard[SMTP:hub@leicester.ac.uk]
Sent: 	Thursday, February 27, 1997 10:22 AM
To: 	circle@cspo.queensu.ca
Subject: 	 [code] exp gain

Hi all,

 I base this bit of code on the snippet posted by Nic Suzor some 
while ago, a patch which can be found in the contrib/code directory 
at circlemud.org.

 Basically, after increasing the number of levels to about 200 I got 
fed up of typing titles into the title array!  Plus when new classes 
are added a lot of work is involved.

 I tried Nics patch, it seemed that there was always going to be an 
erratic lurch in exp required each time you got to the
else if (GET_LEVEL(ch) < 60)
     modifier = 30;
(that may be my imagination or poor manual pathwork!)
and besides, it was all still far too much work for 200 lvls  :(

Hopefully this is an easy way to implement exp required and a simple 
change in either utils.c or class.c will change the amounts needed 
per lvl smoothly.  I also included a class distinction, keep the 
numbers the same in class.c or do the same as me .... the differences 
between levelling between classes at low lvl are small, but at higher 
lvl .....

structs.h

 int spells_to_learn;		/* How many can you learn yet this level*/
 int player_size;
 int olc_zone;	
!int emodifier;		/*Exp stuff: Andy*/
 int spare10;
 int spare11;


utils.h

 #define GET_BAD_PWS(ch)	((ch)->player_specials->saved.bad_pws)
 #define GET_TALK(ch, i)	((ch)->player_specials->saved.talks[i])
+#define GET_EMODIFIER(ch)  ((ch)->player_specials->saved.emodifier)/*Exp 
stuff: Andy*/
 #define POOFIN(ch)	((ch)->player_specials->poofin)
 #define POOFOUT(ch)	((ch)->player_specials->poofout)


class.c

/* Some initializations for characters, including initial skills */
void do_start(struct char_data * ch) {
  void advance_level(struct char_data * ch);

  GET_LEVEL(ch) = 1;
  GET_EXP(ch) = 1;
+GET_EMODIFIER(ch) = 1;		/*Exp stuff: Andy*/

  set_title(ch, "\0");

####

/* the following provides an easy way to adjust exp required in a
progressive fashion and allows simple 'tweaking' Andy */

  case CLASS_MAGIC_USER:
    add_hp += number(1, 4);
    add_mana = number(GET_LEVEL(ch), (int) (1.5 * GET_LEVEL(ch)));
    add_mana = MIN(add_mana, 10); add_move = number(0, 2);
+GET_EMODIFIER(ch) = GET_EXP(ch) * 1.010;	/*Exp stuff: Andy,change values to suit*/
  break;

  case CLASS_CLERIC:
    add_hp += number(1, 8);
    add_mana = number(GET_LEVEL(ch), (int) (1.5 * GET_LEVEL(ch)));
    add_mana = MIN(add_mana, 10); add_move = number(0, 2);
+GET_EMODIFIER(ch) = GET_EXP(ch) * 1.020;	/*Exp stuff: Andy,change values to suit*/
  break;

  case CLASS_THIEF:
    add_hp += number(1, 6);
    add_mana = 0;
    add_move = number(1, 3);
+GET_EMODIFIER(ch) = GET_EXP(ch) * 1.015;	/*Exp stuff: Andy, change values to suit*/
  break;

  case CLASS_WARRIOR:
    add_hp += number(1, 10);
    add_mana = 0;
    add_move = number(1, 3);
+GET_EMODIFIER(ch) = GET_EXP(ch) * 1.025;	/*Exp stuff: Andy, change values to suit*/
  break;


utils.c

int exp_to_level(struct char_data *ch)
{
  int exp;

 exp = GET_LEVEL(ch) * 1500; 	/*Exp stuff: Andy, change value to suit*/ 
 exp =  exp + GET_EMODIFIER(ch);

  return exp;
}

Then do everything else that Nic says about the title stuff and the
exp_to_level stuff.

Hope this proves useful

Andy



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